Completed Monotype showdown! Frosty vs Yarnus!

Here we are again, and today's contestants seem to be trying to get a gym, since they'll both employ monotyped teams. Let's see how this will turn out.

Team Frosty, Grass:

Saria the Roserade(Move your mouse to reveal the content)Saria the Roserade (open)Saria the Roserade (close)

Roserade[Saria] {F}

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)Type: Grass/PoisonGrass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:

Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Poison Point: (Can be Disabled)

This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.

Technician (DW): (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Nudeln the Tangrowth(Move your mouse to reveal the content)Nudeln the Tangrowth (open)Nudeln the Tangrowth (close)

Tangrowth [Nudeln] (F)Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)Type: GrassGrass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.Regenerator (DW): [UNLOCKED] (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Onox the Ferrothorn(Move your mouse to reveal the content)Onox the Ferrothorn (open)Onox the Ferrothorn (close)

Ferrothorn [Onox] (M)

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type: Grass/SteelGrass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Iron Barbs: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Abilities:Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.Chlorophyll (DW): UNLOCKED(Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Diababa the Necturna(Move your mouse to reveal the content)Diababa the Necturna (open)Diababa the Necturna (close)

Diababa [Necturna] (F)Nature: Quiet (+Sp Atk, -Speed)

Type: Grass/Ghost

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.

Telepathy (UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Odolwa the Ludicolo(Move your mouse to reveal the content)Odolwa the Ludicolo (open)Odolwa the Ludicolo (close)

Ludicolo [Odolwa] (M)Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)Typing: Water/GrassWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Lickilicky(*) Yum! (M)Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Abilities:Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.Cloud Nine: (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is orderedStats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43

Ambipom(*) Pow! (M)Nature: Adamant (Attack increased by *; Special Attack reduced by *)Type: NormalNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Technician: Type: Innate This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Abilities:
Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Scrappy: Type: Innate This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Sap Sipper(locked): Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Fearow (Peck!) MaleNature: Naughty(+1 attack, -1 special defense)Type: Normal/FlyingNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Keen Eye: Type: Innate This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sniper: Type: Innate This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Sap Sipper: Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Serene Grace: (locked)Type: Innate This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Immunity: Type: Innate This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases
its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

The match begins, and Veran uses her witchy ways to raise a protecting shield on Onox, who thanks and begins setting up hazards. Veran then puts up a Light Screen, that does nothing to soften Pow!'s fiery punch, but helps her weather Yum!'s Flamethrower. Another round of Protected assaults at Onox follows, but the spiky general hits back with a Gyro Ball, trampling Ambipom.

Moderator

Diababa/Necturna: Leaf Blade - Leaf Storm - Leaf Blade (all at Ambipom)
IF Ambipom uses Damaging Evasive Moves AND not in a combo AND Lickilicky didn't Bide on that turn or the turn prior THEN Target Lickilicky
IF Ambipom uses Protective/Evasive Moves without transfer THEN Target Lickilicky
IF Ambipom uses Double Team AND Necturna isn't Taunted THEN Snatch and push back

Nudeln/Tangrowth: Power Whip - Earthquake - Power Whip (all at Ambipom)
IF Ambipom uses Counter THEN Solarbeam (Ambipom)
IF Ambipom uses Protective/Evasive Moves without transfer AND Lickilicky didn't Bide on that turn or the turn prior THEN Target Lickilicky
IF Ambipom uses Bounce AND not in a combo THEN Solarbeam (Ambipom)

Out go Diababa the Necturna and Nudeln the Tangrowth, but Pow! and Yum! stay, intimidated by the hazards placed by the mighty General Onox. The four mons on the field start battling fiercely, the two Normal types pretty intent on showing Nudeln what happens to those who don't have thematic names in this country(hint: it's nothing pleasant). When the scuffle seems to have ended, Yum! the Lickylicky has a very cold surprise for Tangrowth, and that surprise is a Zero K Beam that gravely injures the viney giant. Yarnus misses the first kill by a hair, and while he bites his hands in disappointment, the arena shifts!
It's Grass type! Will this be enough for Frosty to get an advantage?
Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).

Moderator

1) light screen is afaik still up, so the bp of ice beam is supposed to be lowered by a third and the combo by 5 points. Each ice beam should deal 16.8 and the combo 36.75 if my calc are correct.
2) tangrowth's defense is 5, not 4, so it was supposed to suffer 5.36 damage from each dig (8*1.5 due to it being NVE), and 18 damage from fury swipes (3*5+3).

Pow! opens the hostilities with a Sonic Slap that leaves Tangrowth in the dust, while Diababa first covers the ground with toxic spikes, then slashes the handy monkey with leaves. Yum! thinks this move is not kosher, and Disables Necturna for using it. The gastly plant then uses her thorns to steal lifeforce from Ambipom, in revenge for the fiery punch(tailslap?) she received, all of this while Lickylicky chills, to regain energy.

Moderator

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal.

So I get one more round in Grass-type haven.

Also, sending out Odolwa the Ludicolo with Water Stone.

Odolwa/Ludicolo: Surf - Focus Blast (Lickilicky) - Surf

Diababa/Necturna: Will-o-Wisp (Ambipom) - Power Whip (Ambipom) - Horn Leech (Ambipom)
IF Taunted AND Necturna is about to WoW THEN Power Whip (Ambipom) and don't push back
IF Ambipom isn't Burned when you act AND Necturna isn't taunted THEN Will-o-Wisp and push back
IF Ambipom uses Protective/Evasive THEN Switch targets

Out comes the dancing and chanting Odolwa, who immediately summons an huge wave of water to submerge his opponents. Pow! tries to Bounce above it, but is too slow, while Yum! starts Biding for time. Diababa can't hit the jumping monkey, who lands on her, causing a paralysis!
Odolwa then summons a swarm of moths to hit Link... wait, wrong Odolwa. This one nails Yum! with a critical hitting Focus Blast, furthering his rage. Diababa adds insult to injury by burning the long tongued blob, who releases his pent-up fury on her, fainting from exaustion in the process. Odolwa then finishes Ambipom with a twisting sword attack a wall of water.
The grass arena brought Frosty luck... will this new one prove to be as beneficial?
Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.